Update 7.11.19 For the last week I worked on a couple of things: - Resurrected the whole project, which was abandoned since the Artstation Challenge. - Worked on materials and UV. - Tried to make it possible to work on this project on 2 different PCs seamlessly. Trim Sheet for temple fundament was sculpted in ZBrush, baked…
"Good" or "Appropriate" texture resolution is usually more determined by how large/prominent the object will be on screen. You want enough resolution in the texture to keep things from looking blocky or blurry. Setting a standard based on the objects physical size in the game world is often a good way to keep things…
https://www.youtube.com/user/51Daedalus/videos Tilmann Milde's Unreal Lighting Academy videos are really solid, lots of valuable information, easy to understand.
Bake speed is not necessarily tied to sampling - with slow baking map types like AO, the amount of rays is really the important thing, and using higher sampling with AO maps can even bake slightly faster (with higher samples, we can use less rays). So if you're trying to speed up bakes, try setting the AO ray count to the…
Thank you for the kind words, everyone! @Anchang-Style who knows? I mean its a fictional rail plan for a fictional city ;) @Pereiraccoon thank you! I made the shadows quite a lot stronger now! Due to Illness and client work not much has happened with my scene, but I managed to squeeze a few changes into it! - Stronger…
The unfortunate drawback of using SSE2 (CPU) for rendering is that Shape Splatter node is very slow: 2s+ for a simple 512x512 map on my 2.7 GHz i5... Not sure if this is the case for users on decent GPU. ==== But I wonder if there is a workaround for my specific case: I just want to color my rocks using position data, like…
I'd make a bunch of extra related assets to fill the extra space on a 512x1024 map I think. Pick some small incidental parts that would be used alongside this one. Individual logs, connecting bits etc.. If you were pushed for memory you could scale them down but wood is difficult to pull off at 256p/m so I'd try to avoid it